can anyone tell me why I get a game over on stage start even with 999 lives?
thanks but the problem was really no enemy in the level. my biggest challenge right now is setting up level collisions properly. I have yet to try the new modders tool with better highlighting, that's going to help a lot.Sounds like your character is killed by wall or hole right when stage starts. Did you place wall or hole near starting point?

oh that is a big map! Looking cool.one whole week working on this map! this is what it's looking like in-game. still far from finished but I like how everything's coming together
thanks! the hub zones are going to be around this size. each one will connect to dungeons, interiors and others hubs or zones. sublevels are easier to build, they're mostly 2D and I really can't wait to start one. I've done some mockups but never tried them in-game.oh that is a big map! Looking cool.
you can animate that water using water transformations btw

Construct I had mode 7 and shader effects on water
rhinos!Wish I knew what "mode 7" killed.
I absolutely love it...busy week, just a bit of level design in between
View attachment 7352
this is 2D platform style so it's pretty straightforward. it's when the depth axis comes into play that I lose my mind ^^I absolutely love it...
I never got into level designing (graphics works, platforming etc) because I know I don't have the skills to code such an advanced map in openbor.
I dream of the day you can open this kind of landscape in a coding software and add all the platforming/relief elements with boxes etc visually in a software making it more "coder-friendly"

in levels.txt both are 0 so yeah my error here. that part is taken care of.I think I see two issues there:
1. z setting is incorrect.
2. player 1 is spawned in wrong coords.
For #1, you should declare z from lowest point player could be in your panel. For #2, I suggest using script to define player 1's starting coords.
And since camera starts from top of panel, you should also need to declare script to put camera close to player 1's starting coords.
Do you need examples for those?![]()
you can't do that shape no matter how many solids you use, because you can't build a room under a wall in 2D with just solids.I don't think so. it's more of an optical illusion, not a problem with the tool.I noticed that CMT translates viewer Y coordinates into engine Z for entities and terrain boxes.

You can use obstacles with platforms for that. as obstacles blocks the players too.you can't do that shape no matter how many solids you use, because you can't build a room under a wall in 2D with just solids.
To simulate a floating ramp you would need scritp. It would be cool if we could add walls and basemaps on air (right now, they are bound to the ground)how would I make ramps without basemaps and without wasting a ton of entities to simulate a ramp? can I rotate entities and if yes, will the platform defined within also rotate?
What you want to do? Maybe @Bloodbane or @Kratus can share some codes with you, as both have games where the camera follows the player (SORX has it on the first SOR2 stage, if I am not mistaken). You can try looking into Double Dragon Reload Alternate, as it has a script for that too - he also gave a suggestion on an issue I had here Changing Cameratype by script · Issue #282 · DCurrent/openbora camera script example would be nice. I would even try to make it dynamic, reacting to player direction.